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Deimos Abandoned Base #79

   (2 reviews)
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Very large base. Mostly non-linear gameplay. Lots of exploration but plenty of action and surprises and mystery. The layout is not too confusing but you'll need to check your map from time to time. This is a hug and epic map which takes about 2 hours to complete.


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StormCatcher.77

  

The passage of this map was for me a real test of strength. 2.5 hours of continuous gameplay - not a joke. Although if I so often did not stray because of inattention, it would be possible to drop 40 minutes, probably. In general, the impression is good. There are no details in architecture, but the very monumentality of the locations, the complexity of the level structure and the total amount of work (4 years, wow!) instills respect for the author. Locations are large and harmoniously pass into each other, forming one of the most intricate labyrinths in my memory. It was very difficult for me to understand how to take the blue key. I remember ... no I do not remember how I took it ... it's just something ... :D The problem is that the map locations are rather empty, and the gameplay is monotonous and not difficult (which did not stop me a couple of times to be killed ...) . I remember that I got into a few classic traps, but that's all. Visual techniques that the author uses are well known and time-tested. Standard textures are applied competently, the samples from the first part of Doom complement them well. The battles are pretty straightforward. In researching a huge (incredibly huge) base, we most often encounter groups of zombies, and they are often scattered over long distances and cause a lot of problems in the open area. While the player did not find the chaingun, you have to hide and shoot with a pistol. The author did not confine himself to the "technobase" theme alone. We have to go to hell again, and then come back. The map's locations do not resemble each other, so the map does not get bored to the very end. The number of secrets is amazing. At the first passage I found quite a bit, but really ... I'm not going to soon return to this base ...

 

I recommend to everyone who likes long research expeditions to the abandoned UAC bases.

 

Doom_Font_Green_Arrow.png  First Demo Attempt GZDoom 2.4.0, 02:25 h

 

In my collection:

 

Blue_3_5.png - Visuals (3 / 5)
Blue_3_5.png - Detailing (3 / 5)
Blue_3_5.png - Gameplay (3 / 5)
Blue_3_5.png - Atmosphere (3 / 5)
Orange_3_5.png - Difficulty (3 / 5)

 

Green_3_5.png - Overall Rating (3 / 5)

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Zalewa

·

  

Four years to build this WAD and fourever bind it to idgames/ archive.

 

Fourteen hundred enemies to kill, out of which I did only 700 before giving up.

 

Four weapons - chainsaw, pistol, shotgun, chaingun - these many you will use to kill these 700 enemies unless you're lucky and stumble upon that rocket launcher and that switch that gives you access to it.

 

Four ways (or more) to enter each area.

 

Forty times four combinations of getting lost in these halls of Doom.

 

Four laughs at the description's quote "The layout is not too confusing": ha, ha, ha, ha.

 

Four-walled room which hosts the forlorn blue keycard, sitting there at the pillar, taunting you eternally with its blue presence. (seriously, I noclipped my way through the way that leads up to it and I still don't know how to get it.) (also: "blue" has four letters)

 

I haven't been such confused ever since fourth grade. No rating for this one - only contemplation.

 

In gameplay and effect of awe this is similar to the Dawn of Reality, however whereas Dawn of Reality uses highly realistic environments with lots of attention to detail, here the biggest focus is interconnectivity. The rooms seem to be built around functional purposes in a "realistic" setting, but the detail inside serves only either combat purposes or pure visual clutter to make the rooms "less empty". Despite the huge size of everything, you can get around very quickly. The only long-wided pathway that I found was connected with teleporters that allowed you to skip all the unnecessary running. That said, there are also other one-way teleporters that will move you far away from the area which you were just exploring - so you either need to backtrack, do F3 or do "warp x y" if you're using a ZDoom port. The combat focuses on large amounts of low-health enemies with some stronger ones thrown in to the mix. There isn't a big amount of the latter, given your weak weapon set. 700 enemies in and still I didn't find a super shotgun. This map also uses lots of time-based switches where you need to lower a lift and then jump into a pit to get onto it. If you fail - F3 or backtrack. If you succeed you will most likely only discover that you reached an area that you've already been in before.

 

If I could I wouldn't give this a star rating, so have 5 stars instead.

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  • File Reviews

    • By amackert · Posted
      I made the mistake of putting this on UV for my first playthrough. Oops. It was insanely brutal and I didn't have a lot of fun with it. However, after checking out the readme, as suggested I went back for another run on HMP. It's impressive to see the huge difference in difficulty and I appreciate the effort in differentiating the various skill level choices. I definitely recommend new players play it on HMP or lower, that way you can really appreciate the excellent architecture and interesting color scheme, as well as that soothing DKC music that makes for a unique vibe. 4/5 for a HMP playthrough. The only thing lacking here is the amount of maps, and that's OK. I'd just love to see more in this style.   Rating when played on UV: 2/5. For extreme masochists only.
    • By Gato606 · Posted
      It's a very impressive megawad with a nice themed ancient Egypt atmosphere, with very nice choosing of textures to contribute to that theme, very nice architecture and impressive (and very risky) twist on the story going from ancient Egypt to alien spaceships, without using hi-pitched colors like in Ancient Aliens. Also, very tough megawad, if you're masochist enough, you can play it with Complex Doom and add LCA for more doses of pain.
    • By whirledtsar · Posted
      It's okay. Quite easy due to the abundance of artifacts, mana, & health. The level design is fine, nothing special. The only truly bad part was the unmarked puzzle bookcases, forcing you to wallhump the entire library as a last resort. Otherwise it's pretty simple stuff, running around finding keys and smashing monsters. The texturing and lighting aren't fantastic but aren't noticeably bad either. The only glaring issue is that many windows just show a wall textured with the sky texture rather than an area with a sky ceiling. Yet there are perfectly normal outdoor areas. Perhaps the author only figured it out skies halfway through development? Anyways, this is worth your time if you want an hour or two of simple Hexen fun.
    • By yourusernamee · Posted
      loved all of it except map20. that map sucked the life out of me. really great stuff all around.
    • By Gato606 · Posted
      It's a nice wad overall, nice map design, textures and monster placement, enjoyed playing on D-Touch (GZDoom1.8) with Dude4th weapon mod.  My only complain would be the secrets, they have very few to no clues about their position.  There was a problem on E3M5 on the secrets around the squared starting room with stairs, the wall closes and let me stuck inside, had to use idclip to get out from those secret rooms.
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